WORLD’S FIRST GRAPHIC HISTORY OF ELECTRONICS


Book Description

I have tried to write about history of Electronics. The present book is created in different ways with photos, graphics and writing text. I have completed the work with delightful assistance and encouragement from many people. I have tried to give my best of best to you. Present book is for education purpose and also for all those readers, who are interested in history of Electronics. Till no any book is available on the history of Electronics in this way. In this book At the starting a flow chart is given which shows how Electronics history developed.




Digital Rubbish


Book Description

This is a study of the material life of information and its devices; of electronic waste in its physical and electronic incarnations; a cultural and material mapping of the spaces where electronics in the form of both hardware and information accumulate, break down, or are stowed away. Where other studies have addressed "digital" technology through a focus on its immateriality or virtual qualities, Gabrys traces the material, spatial, cultural and political infrastructures that enable the emergence and dissolution of these technologies. In the course of her book, she explores five interrelated "spaces" where electronics fall apart: from Silicon Valley to Nasdaq, from containers bound for China to museums and archives that preserve obsolete electronics as cultural artifacts, to the landfill as material repository. Digital Rubbish: A Natural History of Electronics describes the materiality of electronics from a unique perspective, examining the multiple forms of waste that electronics create as evidence of the resources, labor, and imaginaries that are bundled into these machines. Ranging across studies of media and technology, as well as environments, geography, and design, Jennifer Gabrys draws together the far-reaching material and cultural processes that enable the making and breaking of these technologies.




Live Wires


Book Description

We live in an electronic world, saturated with electronic sounds. Yet, electronic sounds aren’t a new phenomenon; they have long permeated our sonic landscape. What began as the otherworldly sounds of the film score for the 1956 film Forbidden Planet and the rarefied, new timbres of Stockhausen’s Kontakte a few years later, is now a common soundscape in technology, media, and an array of musical genres and subgenres. More people than ever before can produce and listen to electronic music, from isolated experimenters, classical and jazz musicians, to rock musicians, sound recordists, and the newer generations of electronic musicians making hip-hop, house, techno, and ambient music. Increasingly we are listening to electronic sounds, finding new meanings in them, experimenting with them, and rehearing them as listeners and makers. Live Wires explores how five key electronic technologies—the tape recorder, circuit, computer, microphone, and turntable—revolutionized musical thought. Featuring the work of major figures in electronic music—including everyone from Schaeffer, Varèse, Xenakis, Babbitt, and Oliveros to Eno, Keith Emerson, Grandmaster Flash, Juan Atkins, and Holly Herndon—Live Wires is an arresting discussion of the powerful musical ideas that are being recycled, rethought, and remixed by the most interesting electronic composers and musicians today.




The Comic Book Story of Video Games


Book Description

A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.




The History of Cartography, Volume 6


Book Description

For more than thirty years, the History of Cartography Project has charted the course for scholarship on cartography, bringing together research from a variety of disciplines on the creation, dissemination, and use of maps. Volume 6, Cartography in the Twentieth Century, continues this tradition with a groundbreaking survey of the century just ended and a new full-color, encyclopedic format. The twentieth century is a pivotal period in map history. The transition from paper to digital formats led to previously unimaginable dynamic and interactive maps. Geographic information systems radically altered cartographic institutions and reduced the skill required to create maps. Satellite positioning and mobile communications revolutionized wayfinding. Mapping evolved as an important tool for coping with complexity, organizing knowledge, and influencing public opinion in all parts of the globe and at all levels of society. Volume 6 covers these changes comprehensively, while thoroughly demonstrating the far-reaching effects of maps on science, technology, and society—and vice versa. The lavishly produced volume includes more than five hundred articles accompanied by more than a thousand images. Hundreds of expert contributors provide both original research, often based on their own participation in the developments they describe, and interpretations of larger trends in cartography. Designed for use by both scholars and the general public, this definitive volume is a reference work of first resort for all who study and love maps.




Seeing the Past with Computers


Book Description

Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.




The Exhibition and Experience Design Handbook


Book Description

Today’s multi-modal, participatory exhibitions and attractions are bound by a desire to convey information, excite the viewer and create social and narrative experiences. Without design at the helm and employed effectively, these experiential moments would not become lasting memories that inform and inspire an increasingly sophisticated audience. This full-color illustrated handbook, based on the author’s research and expertise as an exhibition designer, educator, and critic, is the first title to simultaneously explain how to design exhibitions and attractions successfully; contextualize contemporary exhibition design practice through its historical and theoretical underpinnings; elevate understanding of one of the most rapidly evolving and trans-disciplinary creative disciplines; illuminate exhibition design’s contributions to the expanding global market for civic, cultural, commercial and entertainment experiences; and reframe the exhibition design process using a set of recurring tropes and the methods they employ, making this book distinct from other practice-based, museological or commercially-driven titles. This full-color book with over 250 photographs and drawings uses real-world examples, museum and exhibition design studio profiles, historical and contemporary voices, and draw on the author’s own creative practice and exhibition making experience, as well as contributions from his extensive network of international museum, attraction, and design professionals. The author introduces a new methodology for understanding exhibition and experience design. One that elevates understanding of one of the most rapidly evolving and trans-disciplinary creative disciplines. Twelve easy-to-follow illustrated chapters introduce a set of reoccurring exhibition design conventions or “tropes” that are omnipresent in exhibition making and can be used to chart a new methodology for understanding exhibition design and its process.




The Focal Encyclopedia of Photography


Book Description

*Searchable CD ROM containing the entire book (including images) *Over 450 color images, plus never before published images provided by the George Eastman House collection, as well as images from Ansel Adams, Howard Schatz, and Jerry Uelsmann to name just a few The role and value of the picture cannot be matched for accuracy or impact. This comprehensive treatise, featuring the history and historical processes of photography, contemporary applications, and the new and evolving digital technologies, will provide the most accurate technical synopsis of the current, as well as early worlds of photography ever compiled. This Encyclopedia, produced by a team of world renown practicing experts, shares in highly detailed descriptions, the core concepts and facts relative to anything photographic. This Fourth edition of the Focal Encyclopedia serves as the definitive reference for students and practitioners of photography worldwide, expanding on the award winning 3rd edition. In addition to Michael Peres (Editor in Chief), the editors are: Franziska Frey (Digital Photography), J. Tomas Lopez (Contemporary Issues), David Malin (Photography in Science), Mark Osterman (Process Historian), Grant Romer (History and the Evolution of Photography), Nancy M. Stuart (Major Themes and Photographers of the 20th Century), and Scott Williams (Photographic Materials and Process Essentials)




A History of the World in 12 Maps


Book Description

A New York Times Bestseller “Maps allow the armchair traveler to roam the world, the diplomat to argue his points, the ruler to administer his country, the warrior to plan his campaigns and the propagandist to boost his cause… rich and beautiful.” – Wall Street Journal Throughout history, maps have been fundamental in shaping our view of the world, and our place in it. But far from being purely scientific objects, maps of the world are unavoidably ideological and subjective, intimately bound up with the systems of power and authority of particular times and places. Mapmakers do not simply represent the world, they construct it out of the ideas of their age. In this scintillating book, Jerry Brotton examines the significance of 12 maps - from the almost mystical representations of ancient history to the satellite-derived imagery of today. He vividly recreates the environments and circumstances in which each of the maps was made, showing how each conveys a highly individual view of the world. Brotton shows how each of his maps both influenced and reflected contemporary events and how, by considering it in all its nuances and omissions, we can better understand the world that produced it. Although the way we map our surroundings is more precise than ever before, Brotton argues that maps today are no more definitive or objective than they have ever been. Readers of this beautifully illustrated and masterfully argued book will never look at a map in quite the same way again. “A fascinating and panoramic new history of the cartographer’s art.” – The Guardian “The intellectual background to these images is conveyed with beguiling erudition…. There is nothing more subversive than a map.” – The Spectator “A mesmerizing and beautifully illustrated book.” —The Telegraph




A History of Army Communications and Electronics at Fort Monmouth, New Jersey, 1917-2007


Book Description

A History of Army Communications and Electronics at Fort Monmouth, New Jersey, 1917-2007 chronicles ninety years of communications-electronics achievements carried out by the scientists, engineers, logisticians and support staff at Fort Monmouth, NJ. From homing pigeons to frequency hopping tactical radios, the personnel at Fort Monmouth have been at the forefront of providing the U.S. Army with the most reliable systems for communicating battlefield information. Special sections of the book are devoted to ground breaking achievements in "Famous Firsts", as well as "Celebrity Notes", a rundown on the notable and notorious figures in Fort Monmouth history. The book also includes information on commanding officers, tenants and post landmarks.